I have 55 files in the archive so be patient. Most should get up this week hopefully... After this HMU, any files uploaded will be pushed to the 2018 awards.

Once the HMU airs, there will be 2 rounds of voting for the CE3 award shows this year.

Round 1 will include all eligible projects/maps/etc. Round 2 will narrow everything to the top 5-10 (depending on how packed that category is).

Categories are: Best Modified Multiplayer, Original Multiplayer, Tag, Modified Singleplayer, Original Singleplayer, Best Community Member, Best Halo CE-Related Youtube Video or Series/Channel, Most Anticipated Project.

If anyway is a cool designer, please message me if you want to create the award for this year.Edited by MatthewDratt on Nov 23, 2017 at 12:20 AM

AI will not drive on their own completely. It must be completely scripted from starting point to end point.

All that really happens is there is a couple settings in the vehicle that allow the AI to get in and drive at a certain speed (say like a warthog, which isnt set up for AI driving, will need these settings added to em. Look at the warthog from Takedown: Project Lawson). Then all that happens is the ai is placed into the driver seat and then follows a command list from the first point to the last point.

Look up a scripting bible, then look up these useful scripts:unit_enter_vehicle (if you want to use a biped instead of an ai)ai_attach (if you want to use a biped instead of an ai)ai_command_list_by_unit (if you want to use a biped instead of an ai)vehicle_load_magicai_command_list

The script should be including with the Project Lawson download so you can prolly look up the script itself. Just search for those certain commands in the script until you find something that looks like itEdited by MatthewDratt on Nov 18, 2017 at 11:17 PM

I believe I will probably end up using data-files. Some dumb things are preventing me from keeping my tagspace down (animations in cutscenes for examples) and I'm needing to split the files up into... well, a lot of files. I can either use data files or give you like 7 yelo files each at like 500mb. Yeah. So data-files most likely will be used, especially since I no longer have to fight with SPV3 over it.

It shouldnt matter. Assuming its a custom sound, you recompile it the same way as you first did. The only difference is tool will read the current .sound file and realize its a dialog file and create mouth data.